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Monday 17 January 2022

Battle on the Border

This game was put together and played in about two hours yesterday evening when Mrs. Snickit and Little Snickit had both gone off to bed. I considered doing some painting but decided to play a solo game instead. Please excuse the very poor photography, the lighting was poor and I'm not the best cameraman, sorry.

I decided to use my newly painted Orc army against my Imperial Dwarfs and used 4th for speed as I know the rules the best, reducing time wasted looking up rules (and yes I know I need to play a similar game using the rules for 3rd).

The game is supposed to represent a small Orc raiding party being challenged by a Dwarf border guard in the foothills of Kellok in the lands that lead to Karak Izor.


Here are the armies:



Spells.




Dwarf Deployment.

The Bolt Throwers take to the high ground.


The Goblin Hunters form up alongside the Boar Spears to pour as many crossbow bolts into the Greenies as they can.


Bron and his Boar Spears rank up for combat.


Dugman and his Rangers also line up, there wasn't room to make a single line. I had planned to move them forward to make a long line but that plan fell apart for reasons you will see.



Orc and Goblin Deployment.

Gork's Stompaz deployed on the right to attack the "weaker" flank that just had Dugman's Rangers on it.


Further over Lagruk and his Maraudaz deployed to make their way forward to go toe to toe with the Boar Spears.


Skagrat's Stoopendus Stuntie Stabbaz were on the ledge to their left to head towards the Goblin Hunters to avenge their kind.


Da Squisha and Grubgut (with Ny'Jal) take up a good vantage point.

Gosh, I really need to sort that Dudes eyes out..............

The Orcs & Goblins got first turn.

Orc & Goblin Turn 1

The Orc turn began with an outbreak of animosity. Both Gork's Stompaz and Skagrat's Stoopendus Stunntie Stabbers suffered internal squabbling and didn't budge, Lagruk's Marauderz moved forward.

Grubgut ZZzzzapp started to tingle so he and his Power Familiar stepped backwards behind the Stone Thrower to reduce the quieten the noise building up in his brain (I realised I'd deployed him close to two units that would add to his Waaagh test, by moving him away from the Orcs that were moving forwards he reduced the jeopardy involved).



The whizzing lights and flashes starting to come out of Grubgut's facial openings only marginally distracted the crew of Da Squisha who landed a rock just in front of Bron's Boarspears, killing two.


Grubgut managed to control the power of the Waaagh and with a summoned Gork himself, a great big green hand reached down from on high and picked up his Stompaz. The massive Orcs stopped their infighting and started to cheer and gesticulate rudely at Dugman's Rangers as the great green hand of their deity placed them within charging distance of the crossbowmen. The Dwarfs failed their dispel but were relieved that they had received "Total Power" nullifying it's threat for at least a few turns.



Dwarf Turn 1.

The Dwarf line held position. Dugman's Rangers loaded their crossbows and let fly at Gork's Stompaz hoping to panic them but not a single Big'un fell. Noticing this disaster Bron Flaik ordered the Bolt Throwers to fire on the Big'uns also, but they only felled one. Dom Brikson, seasoned leader of the Goblin Hunters, lent his lads support too, felling another three Big'uns, but alas, this was not enough to force a panic test.


The Winds of Magic gifted 4 cards, the Dwarfs got two Power cards but the Orcs and Goblins only got two Dispel cards.


Orc and Goblin Turn 2

The the Stunntie Stabbers failed their animosity and promptly charged Lagruk's Marauders from behind. Skagrat, weilding his Sword of Might, killed one Orc, and the Stabbaz killed another two suggesting exactly how much the diminutive Greenskins disliked their oppresive cousins. The rather surprised Orcs fought back killing one Goblin.




Gork's Stompaz charged Dugman's Rangers screaming their battle cry of "stomp stomp stomp stomp stomp stomp stomp" (not very imaginative) losing one to crossbow fire as they closed in.


The Rock Lobber was off target.

In the combat between the Big'uns and the Rangers, Dugman issues a challenge to Dragnatz. The Orc strikes first but misses his attacks, in return Dugman parts Dragnatz' head from his shoulders, winning the challenge. The Bigun's all hit but caused no wounds. The Rangers bring down three Big'uns winning the combat but the Orc's hold.


Dwarf Turn 2

The Dwarf line holds firm again and let fly with their missiles.


The Goblin Hunters and Bolt Throwers kill five of Lagruk's Maraudaz who, beset from all sides, have had enough and panic past the jeering Stoopendus Stunntie Stabbaz.

Dugman and his Rangers kill three Big'uns for no loss, breaking them and even catching them and slaughtering them to an Orc. This proves even a basic Dwarf with a very big axe is a dangerous opponent as they were too much for the elite Orcs.


Grubgut tries to rescue a bad situation and summoned Gork once more to carry the Stoopendus Stunntie Stabbaz towards their foes.

Orc & Goblin Turn 3

Lagruk bashed heads and brought his Boyz back in line in time to see Skagrat and his Ladz charge the Boarspears in the front and a rock crash down onto a bolt thrower but doing no damage to either the warmachine nor the crew.


Lagruk knew the game was up well before the Goblins swung a weapon. Bron issues a challenge and strikes first due to the Master Rune of Swiftness. Skagrat didn't stand a chance, Bron's hand flail making a mess of Skagrat's head. Surprisingly the Goblins kill a single Dwarf but lose five in return and promptly turn tail only to be run down.


Grubgut fails to summon enough Waaagh energy to do anything.

Dwarf Turn 3

The Boarspears about face and head back to their starting position in disciplined ranks. The combined fire of the rest of the Dwarf army fells another four Orcs who, for their credit stand their ground but now there are no longer any units strong enough to power up Grubgutz.



A note is made in the Book of Grudges of Karak Izor for the deaths of three Dwarfs and a a veil is drawn over the debacle of the Orc and Goblin raid.


I'm going to give this game a second running in the next few weeks but I'll tweek the Orcs and Goblins. I'll swap the common Goblins for Night Goblins to benefit from hatred, add in a Fanatic and swap the Power Familiar for a 1st level Shamen. My biggest mistake was wanting to stick to my freshly painted models so went with common Goblins, I think Night Goblins would be a better bet. I may also swap the Big'uns for Trolls.

I think if the Orcs had been able to move on the turn they were charged by the Gobbos then the battle may of gone differently.

What do you think Dear Reader? Yes I know the Dwarfs massively benefit from hatred of the Orcs and Goblins but to be honest I forgot to re-roll missed attacks at least once and they never had to make a break test so it may not have played as big a part on the game as I thought. The other interesting flip could be to make the scenario a Break Through and make the Dwarfs the attackers.......................

8 comments:

  1. I can't help but think there was a lot of poor luck on the orcs side. I'm not sure that dwarves chasing down and destroying units happens THAT much.
    And whiffing on 3 wound rolls by the big-uns is not too likely. I imagine the combat resolution was closeish.

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    1. The Big'uns were unlucky but they're hitting and wounding on 4+ each time, the Dwarfs have double-handed weapons so hit on 4+ but havecre-rolls for Hatred (which I actually forgot to use) but due to double-handed weapons wound on a 3+ in 4th.

      The Orcs Boyz were unlucky with being charged in the rear by tge Gobbos who rolled a 1 for animosity two turns running and on the second turn also rolled a 1 for the result of the animosity and due to the failure and non movement the turn before could clearly see and reach the rear of the Orc unit.

      On reflection I maybe should of swapped the placement of the Big'uns and Goblins (although the Daameme could of happened with the Big'uns charging the Boyz) but the Goblins could of been a sacrificial unit to keep the Rangers busy whilst the Orcs dealt with the bulk of the Dwarf Army.

      Hindsight.

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    2. Does this edition have black orc leaders to help reduce animosity? I think if you have a unit advantage on the dwarves you'd want to try and hit their line at the same time. Hopefully the big blocks hang around for a turn while the smaller dwarven units get eaten. Could the gobbos be stretched wide to soak up ranged hits for a turn or two on the advnace?

      Obviously your option of a fanatic and night goblins in the way to go. I can't remember ever seeing an orc and gobbo AAR that didn't involve those nutters.

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    3. Well 3rd didn't have Night Goblins and the army is painted for 3rd but I'll swap in my 4th Ed Greenies for the replay.

      I didn't really see Black Orcs in this small raiding force.

      I think I'm gonna go Night Goblin Archers, increase the unit size and add the Sword of Fortitude and Evil Sunz banner. They're not to enter close combat, just tie up the Dwarfs.

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  2. If it is a raiding force, maybe goblin wolf riders might play a part?

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    Replies
    1. Aye, I need to paint some first but I have bo pre 4th Ed ones and my 4th Ed ones are partially painted do couldn't go into the Gathering of Mighty Painters challenge so I need to find the time to get them done.

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  3. Hope you enjoyed playing with yourself (oooo er!)

    Sorry, had to be said ;) Orcs and goblins didn't get much luck did they? Lovely looking armies

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    Replies
    1. They didn't, the Big'uns fluffing their attacks and then the Goblins charging the Orcs in the rear probably cost them the game.

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